Alpha Build 0.2.5

This is actually a compilation of the stuff from 0.2.1 through 0.2.5. Been really busy working on the game and answering questions on the YouTube threads where the game is being showcased, but I wanted to update this here too.

  • Added note in How to Fight about stamina requirements for Dash and Smash attacks
  • Fixed bug with Clawroot (alchemy ingredient) icon
  • Updated pop-ups for weapon explaining weapon differences
  • A few fixes to the bed rest quest to resolve some edge cases that caused the quest to not complete
  • Fixed bugs that caused the I’m sick and I can’t sleep moods to not clean up after the quest is completed
  • Fixed a bug related to¬†dungeons miscounting the amount of monsters in their dungeon, resulting in giving the player multiple rewards
  • Fixed a bug where the cave would spawn the wrong map with a dead end
  • Updated the quest delivery system to make it a bit more robust and include a fail safe so you never get into a situation where you’re not getting any quests
  • Update to Crafting/Building menu to keep scroll bar at current position after crafting
  • The selection box no longer disappears if you click on the item it is already selected on
  • The selection box correctly turns off when opening the Craft/Build UI for the first time
  • Clicking an Input Field will no longer cause it to lose focus
  • The quest pointer will no longer start out stuck when first loading a save, it will correctly point to the selected quest’s destination
  • A sick NPC who is cured by the player giving him a heal potion will give the player a small amount of gold (originally there was no reward at all)
  • When entering build mode the terrain grass is turned off to help with performance
  • The game is paused when initial dungeon description text appears after loading a dungeon. This keeps the player from being attacked when reading it
  • Fixed a bug where some monsters were giving a bit too much loot for there second loot item
  • Monsters will no longer fall into dungeon/cave floors
  • Reduced the volume of the new quest sound
  • The UI for “Gold Found” only appears inside of a dungeon as gold cannot be found in Mines or Caves
  • Potions cannot be used when a UI screen is open (this caused all kinds of problems)
  • The “How to Build” UI has been updated to show the “Craft” button
  • ESC can now be used to close the Craft/Build menu
  • The mini-map now includes an icon pointer for your town
  • Replaced “weapons” in the Town UI with “Gold” since weapons aren’t in yet and players need to know how much Gold they have in addition to Wood, Stone, Food, etc.
  • Increased the scroll speed of the camera when in build mode
  • Added transparent backgrounds to the Your Name and Welcome UI to make it clear the buttons behind cannot be used until you close the UI
  • Added a “What’s New” button to the main UI that opens a windows that details the highlights of the most recent update and includes a button that can be clicked to open the HammerHelm itch.io forums
  • Updated the Carpenters to allow the player to toggle their furniture building on or off. Sometimes Carpenters would continue to use all of the stored wood resulting in the player being unable to build any structures
  • Fixed an issue where pressing ESC to cancel placing a building also closed the Build UI
  • Fixed a bug that prevented the town icon in the mini-map from pointing to the storehouse after you built it
  • Fixed a bug that resulted in Workers getting stuck in their chopping animation if the player chopped down a tree that the Worker was trying to chop down
  • Quality Wood spawned from trees cut down by the player now spawn on the ground (cutting down a tree that was on a slope would sometimes result in the wood being create above or below the world and out of reach)
  • Updated the tracking of the moods related to monsters near town and monsters inside the town. This new system should always properly clean up the moods when a quest is complete. It also accounts for multiple quests that have the same effect.
  • The weaponsmith now goes inside his shop (eventually I want all shopkeepers to go between being inside their shop and outside if they have an anvil or other workstation outside)
  • Added collision to the Stonemason’s walls in main building
  • Added lights to the farms. They weren’t appearing correctly when you first build a farm, but did work if you saved and reloaded. Now when a farm is built it will start with the lamp immediately

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